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light2d

This project illustrates light rendering in 2D with C.

All samples output PNGs with svpng.

License: public domain.

Basic

Use Monte Carol integration and ray marching of signed distance field (SDF) to render a emissive circle.

Source code: basic.c

Uniform sampling (64 samples per pixel):

Uniform sampling with different number of samples per pixel:

Stratified sampling (64 samples per pixel):

Jittered sampling (64 samples per pixel):

Various sampling method side-by-side comparison (64 samples per pixel)::

Constructive Solid Geometry

Source code: csg.c

Use union operation for creating multiple shapes:

Various CSG operations on two circles:

Shapes

Source code: shapes.c

Examples of various shapes defined by SDF:

Reflection

Source code: reflection.c

Test scene with two boxes:

Visualization of SDF gradient, which is approximated by central difference:

Reflection via recursive tracing:

Concave mirror scene generates caustics effect:

Refraction

Source code: refraction.c

Applying Snell's law to compute refraction direction. Total internal reflection is also handled.

Test scenes:

Fresnel Reflectance

Source code: fresnel.c

Applying Fresnel equation to compute reflectance of dielectric medium.

Without Fresnel:

With Fresnel term:

Beer-Lambert

Source code: beerlambert.c beerlambert_color.c

Applying Beer-Lambert law to simulate absorption of light in medimum.